Stellaris

Stellaris

82 ratings
Ren's Lithogenesis
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File Size
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109.758 MB
11 May @ 10:25am
24 Jun @ 4:20am
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Ren's Lithogenesis

Description
4.0.* Compatible

Meat ships are cool but what if we had rock meat ships...

Not compatible with anything that overwrites bioships (because I have to overwrite them to add the graphical culture calls)

Compatability and further updates
If components still cost food or have the wrong conversion to minerals feel free to let me know and I'll take a look, please try to make sure it's still an issue without other mods so it's not just a mod incompatibility first though!

I am also freely accepting ideas on what to add next, please don't be too down if your suggestion isn't added because I have very limited time to work on the mod.

I can also look into adding compatibility for certain mods as incompabilities are found but I don't know if I can maintain a specific external compatibility patch for any given mod, but if you have the time feel free make and release your own, with whatever author's permission as well of course

Thanks in advance for helping make Lithogenesis better!
Compatible Bio-Shipset Mods:

Planned Features
  • Unique Models for normal ship models
  • Proper Animations for Lithoid Bioships
Implemented Features
  • Unique Megastructure Models (more on the way!)
  • 3 Maturity stage models for Mauler, Weaver, Harbinger, and Stinger.
  • Replacing Food Cost with minerals for Lithoid Bioships
62 Comments
Xzenowulf 6 Oct @ 8:25pm 
it looks good but waiting to see if this gets updated for 4.1
Grimmy 6 Oct @ 6:40am 
Currently with 4.1, this seems to break the Wilderness origin. Biomatter is no longer used when this mod is active. So jobs remain open and bio matter shows only 4 in the employment list ,rather then the full 2.0k
GGmygoodman 3 Oct @ 11:51pm 
love the mod, but will there be a future update?
SkiSam 23 Sep @ 7:48pm 
thank you for making lithoids slightly less forgotten
Sammich 8 Jul @ 7:34pm 
for some reason this mod breaks the wilderness origin, making them require pops to produce workforce like a normal empire
conmkchar 26 Jun @ 6:14pm 
In my experience the second resources (which I also found one for food as well as minerals) was usually generated by planetary modifiers (which was often but not always from guilli's) that added extra resources to job production with the extra being a different type. I also had issues from upgradable resource refineries mod with their new alloy and consumer goods buildings adding a different mineral resource as additional upkeep to artisans and metallurgists.
kNow Name 22 Jun @ 1:04pm 
I should probably add that I for some reason can't get the shortage situations issues you guys have to proc that you guys have in my testing, but Tensei saying there is a second mineral resource in the market is what tipped me off that the vanilla resource file is dumb and has to be fully overwritten to not cause duplicate resources.

Also I happened to notice while trying to get the shortage situation that the bio_titan ship_size still has food upkeep. It is at the bottom of 00_biogenesis, probably just forgot to grab it for your overwrite.
kNow Name 22 Jun @ 12:00pm 
The shortage situations is caused by strategic_resources\zz_flgsis_resource_overwrite.txt if you guys want to temporarily fix it until Ren can come back.

It turns out the vanilla strategic resources file is one of the duplicate overwrites annoyingly. So you will need to use the full vanilla file there if you want to change a base resource.
Tensei Necron 22 Jun @ 10:29am 
and i found an incompatibility with extended starbases 3 thought it is not gamebreking, justdenies you the extra slots you are supposed to get from that one